You're really leaning into the scalpel role huh? Well, let's see at what stage of the operation you get called into action. Rolling a d4, the lower the sooner your part of the fight begins.
[X] Helping secure the exit for the fortress infiltration team, making sure they'd escape alive after setting the explosive.
Maybe it was guilt. Maybe it was duty. Maybe it was glory.
Perhaps it was all three at once that spurred you to volunteer Fifth Battalion to secure the exit route for the 59th Moebian.
Your declaration was met with an equal gaze from both your commander and that of the Penitents. After a wordless exchange, they agreed and so it was set. Your soldiers were now responsible for making sure the mission to the power nexus was not a one-way trip for the infiltration teams. The Vaulters had to hold the line for everybody to evacuate successfully.
Once that was settled, you excused yourself to tell your own officers now of the upcoming mission. The techpriests watched you leave, both sets of eyes following your movement outside. It wasn't long until you discovered her promised aid for the upcoming fight, a large war crawler that dwarfed the Sentinel you had worked with just before. Unlike the walker as well, it was undoubtedly a machine of destruction in purpose, with a daunting laser weapon attached to its side.
The Skitarri pilots within did not bother leaving the cabin to address you and instead talked to you through the local comm network. "We are Centari-109. You will refer to us as such. The blessed machine is ready for war." A leg of the Onager Dunecrawler raised and slammed into the ground. "Magos Flammel commands us lend our aid to you in the name of the Omnissiah. We obey."
There was a hint of annoyance at the end there, like they had been detached from the rest of the Knightly Host because a Magos had directly commanded it so. But they hopefully would accept service with the Astra Militarum as another way to serve the Machine God. When the shock faded, you had half a mind to seek out the Magos to either strangle or hug her. Possibly both, depending on how well Centari-109 performed out there.
If they performed just as well or worst than Ghost-3, you had to only assume your noble ancestor offended the Omnissiah in some way, enough to have vehicles suffer around you but not enough to forsake your weapons.
Otherwise, the presence of the war machine immediately gave a needed morale boost to your troops. Now there was a brimming eagerness for the operation ahead of them, a determination to right the wrongs with a big and large gun to make it so. This was doubled when from their shuttlecraft did the Knights finally disembark their mechanized steeds, the ground shaking with each and every step. It wasn't long before you received notice that it was time to act. Speed was of the essence, so there would be no grand strategist planning or setup for the ideal battlefield conditions. The march to battle had begun.
The Knights loudly blared their war-horns a final time before setting out, each of them taking massive strides to head towards the plains. They would take the path used by the rebel armor to sortie out from the fortress, passing by it on the way to certainly draw watching eyes. With any luck, their grand size would mean that whatever commander the Necrons had would be tricked into thinking them the main threat, and focus appropriately out in the plains. You shuddered to imagine whatever they could muster and teleport into being to contest these Imperial Knights, but you hoped that the Knightly Host could deal with them all the same. They did seem like an experienced lot from your brief interaction with them.
Following in their steps was the main supporting force. The rest of the 99th Scintillia and the survivors of the 407th Steel Legion trailed behind, auxiliaries to help make sure the Knights weren't overwhelmed. They also brought vehicle recovery and repair equipment on them, intent on scavenging through the wrecks of vehicles during the battle to see if any could be immediately reactivated. Any armor would be welcomed to help fight against the Necron threat, and if they could even scavenge their command Baneblade, then the pride of the 407th wasn't yet lost.
Once the others were gone, the 59th Moebian then readied themselves. Eclectic of Stormtroopers, Crusaders, Ogryns, and more got themselves outfitted and equipped with a dizzying array of weapons, a complete deviation from the ordinary standardization so emblematic of the Imperial Guard. You wondered if they had raided the remains of a stockpile somewhere, and carted it all off without care for what they had taken. They had to be the worst nightmare for any quartermaster.
Yet you couldn't help but be slightly envious when some of them openly racked bolters and activated plasma guns. They would need those down there.
When they were ready, the Penitents left without further comment or word. They did so in small teams of four curiously, making sure to take great lengths to not draw attention to their descent down into the fortress' internals. Now it was just the command reserves and Fifth Battalion left at the base camp. You ordered your unit into standby, ready to move in when the time was right. Any sooner and you risked alerting the Necrons too soon about it.
The commmunication then came alive with a report. This so happened to coincide with the fortress' outsides suddenly glowing alight. "We've found the nexus, but we've also alerted them to our presence!" One of the teams shouted over the crack of gauss weapons. "We're fighting our way to it now, get that exit secured now! It's going to be like a whole army descending down upon us!"
That was your cue. "Fifth Battalion!" You hollered, tapping at your comm-bead. "We're moving out! Get ready for battle!"
Briefing: The infiltration has gone loud, but success is near. Make sure that your allies have an escape route out before the bomb goes off and destroys the power nexus. Firstly, open that path. You are attacking and will go first.
Victory Points: The objective at (Sector 3, E5) is worth 40 points for the side holding it at the end of each turn. Expect an additional update when the objective is captured by Imperial forces.
-[ ] Fighting Retreat (1 CP). Maintain fire cohesion, even when retreating. A unit that Falls Back may still act in the Shooting phase.
-[ ] Set Trap (3 CP). Setup a little surprise for whoever storms your abandoned position. Activate when the enemy ends movement on a Terrain Feature. They take d3 Mortal Wounds.
-[ ] Double Tap (1 CP). Just to be safe, they're tougher than they look. Activate when rolling for wounds. Reroll all 1s.
-[ ] Take Cover (1 CP). All Troopers, hit the dirt! A targeted unit gains a +1 Cover save until end of Shooting phase.
-[ ] Inspired Orders (1 CP). In the Guard, follow the one with the most stars. An officer can immediately issue an additional command after their last one.
-[ ] To the Last (1 CP). Prove yourself worthy of the pin, Sergeant. An infantry squad may roll using a d3 instead of d6 in the Morale phase.
-[ ] Loose Grenadiers (1 CP). Ready grenades! Hurl! An infantry squad may use all Grenade weapons instead of only one when in Shooting or Overwatch.
-[ ] Experienced Eye (1 CP). Show them why experience matters over rank, Veterans. A Veteran squad in the Shooting phase increases -1 AP to all their weapons.
-[ ] Vaulter Precision (1 CP). Chosen and Blooded! A Vaulter unit gains a +1 to Hit for the Shooting phase this turn.
-[ ] Fate Point (1 CP). Sometimes, the gods are amused. Reroll a friendly dice roll.
-[ ] Indomitable Bravery (2 CP).The time to run is gone, now is the time to stand. A unit automatically pass a morale test. Must be activated before a morale test.
-[ ] Heroic Intervention (2 CP).Acts of daring are at home on the battlefield. A unit led by a character within 3" of a friendly unit in a fight may join in the Fight phase.
-[ ] Counter Charge (3 CP). Meet the enemy with equal fury in close combat. A targeted unit strikes first in the Fight phase after an enemy has charged. Must be activated on enemy charge.
- So this battle is going to be something a little different from the regular battles we've had till now. It's going to be something that adjusts, so expect things to shift. A glance at the scenario stratagems should give you an idea of what to expect when you get that fun mission update going.
- To clarify the deployment zone, you can deploy anywhere in Sector 1, Sector 2, and that row of blue tiles in Sector 3. I imagine though that taking that active objective would probably be easier the closer you are to it.
- You do start with 5/4 CP this time (+2 from Speech action, -1 from allied detachment).
If they performed just as well or worst than Ghost-3, you had to only assume your noble ancestor offended the Omnissiah in some way, enough to have vehicles suffer around you but not enough to forsake your weapons.
Any armor would be welcomed to help fight against the Necron threat, and if they could even scavenge their command Baneblade, then the pride of the 407th wasn't yet lost.
When we take the action to request help from our allies, what ever unit we pick we get only for the next mission. If the unit survives the mission, they return to their original regiment and we get half of their requisition cost back.
So, aside from our command squad, we should deploy the Onager, one regular squad to help with quickly taking over the objective, and one veteran squad, with the reserves being the rest of the Veterans.
So, hang on, it's first sector's A hexes goes into sector 2's I hexes and so on and so forth?
If I'm right, all I'll have to say is, Gee, I wonder if we'll be cut off at sector 3 at some point huh.
[X] Plan: Bring the Pain
-[X] Set Trap (3 CP)
-[X] Double Tap (1 CP)
-[X] Inspired Orders (1 CP)
-[X] Loose Grenadiers (1 CP)
-[X] Heroic Intervention (2 CP)
Command squad, a regular trooper squad to help us take command of the objective faster, a veteran for firepower and our new Mechanicus allies for super firepower.
In stratagems, we most likely will have to do a fighting retreat during this mission, so choosing stratagems that help with maximizing damage, movement orders and enemies charging at us.
[X] Plan: Close and Personal
[X] Plan: Bring the Pain
The one known as Centari-109 was...annoyed. Was that the word? It had been so long since they had access their emotional vault, feelings being nothing more than an annoying hindrance to the operation of their steed. Awe and fear were both such unpredictable variables that upset the calculation of battle, so better to just lock the distractions away to better interface with the machine. Yet they could not help themselves, feeling ever so slightly irritated by the superior known as Magos Flammel. The one who had commanded their unit aid the 99th Scintillia Grenadiers.
Processing the order immediately highlighted the illogical matter of task, that being the waste of their powerful anti-armor weaponry. It was meant to counter heavy enemy tanks and machines, that which could actually pose a threat to the noble Knight-machines that they served alongside. Removing this war machine away from its designated tasking and placing it to aid an infantry battalion was ineffective. It did not compute.
But they supposed it didn't matter. Any attempted dispute could be overridden by the command protocols possessed by the senior techpriest. It hadn't come to that though, for Centari-109 was a loyal Skitarii encased within the blessed machine. It did not matter what their orders were, for in this steel shall they carry out the Omnissiah's holy will, gladly time and time again.
The errant processing was thus terminated and the mind of Centari-19 focused on the sight ahead. Through the sensors of the Onager Dunecrawler they saw, the darkness of the fortress interior barely a hindrance. Though according to the energy readings surging all about, there was a high likelihood that the ground and walls were at least illuminated when blasphemous xeno glyphs made themselves known.
The readings spiked and Centari-109 reluctantly accessed the local comm network. "Alert. Power surge detected. Awakening likely ahead." True to their words, there was movement coming from the back and heavyset forms emerged, flickering orange eyes peering from silver skulls "Processing through analysis systems...match found."
"Foe identified: Necron Immortals." A sudden buzzing hum filled the air. "Weapons warmed up. Safeties disengaged. Unit is ready for battle."
"Good time as ever to be," you mentioned to your soldiers, who made low chuckles. Then you raised your hand and gestured. "Now spread out, and get ready! We need to take the point those Immortals are holding if we want to open up a path for the Penitents to escape through. Set your lasguns to full-power and don't you hold back, they're tough to bring down."
"And if those don't work, then shove a grenade in there!" Sergeant Trouttet hollered. "If that doesn't do a trick, then well, I hope you have bigger guns!"
Another round of mirth rippled through Fifth Battalion. Perhaps it was a bit excessive to be so jovial before the first shots were fired, but you knew that they desperately needed it. You were fighting perhaps one of the hardest opponents for the Imperial Guard to take on without appropriate equipment, and it was very unlikely they'd hold back out of consideration of this fact. Still, volley of lasguns could prove effective if the Vaulters maintained their firing lines and avoided getting too close to draw return fire. You've seen what gauss weaponry would do, a flash of light accompanied by horrific screaming as flesh was atomized and annihilated into particles of dust.
Before you could too drawn into the terrifying memory though, there was a loud blare from the allied war machine to your side. This was accompanied by a burst of static that you faintly recognized as binary, before the pilot within had the courtesy to speak in Low Gothic for the benefit of the Guardsman. Begrudgingly, you suspected.
(Canticle of the Omnissiah: 5. Invocation of Machine Might activated!)
"Take strength in the certainty of steel, and feel the rage of the machine spirit!" The Onager Dunecrawler announced, looking almost ready to charge in at that very moment. It was tempting given the range, it very well could look like it would completely body those hulking skeletal machines. Though perhaps you should remind it to fire its weapons first before doing so.
- Set Trap (3 CP). Setup a little surprise for whoever storms your abandoned position. Activate when the enemy ends movement on a Terrain Feature. They take d3 Mortal Wounds.
- Double Tap (1 CP). Just to be safe, they're tougher than they look.. Activate when rolling for wounds. Reroll all 1s.
- Inspired Orders (1 CP). In the Guard, follow the one with the most stars. An officer can immediately issue an additional command after their last one.
- Loose Grenadiers (1 CP). Ready grenades! Hurl! An infantry squad may use all Grenade weapons instead of only one when in Shooting or Overwatch.
- Heroic Intervention (2 CP).Acts of daring are at home on the battlefield. A unit led by a character within 3" of a friendly unit in a fight may join in the Fight phase.
- Canticles of the Omnissiah are a unique Mechanicus army ability, similar to the Militarum's Orders. They randomly shuffle between different benefits each turn, which can good in different situations. This one gives +1 Strength to their units (not weapons), so make of that what you will.
It was meant to counter heavy enemy tanks and machines, that which could actually pose a threat to the noble Knight-machines that they served alongside. Removing this war machine away from its designated tasking and placing it to aid an infantry battalion was ineffective. It did not compute.
"And if those don't work, then shove a grenade in there!" Sergeant Trouttet hollered. "If that doesn't do a trick, then well, I hope you have bigger guns!"